The Warring States of NPF

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Zweihander 02-24-2005 07:15 PM

Creed: Wayward
Faith-2 / D-7
Spirit-4 / M-14
Artistry-3 / F-9
*I know your stats add up to a bigger number, but you will experience some insanity penalties.

Divinity abilities-
Blessing: Passive. Wounds heal faster, and are resistant to infection.

Mysticism abilites-
Max PP: (14)*1.5 = 21, 21 + 1 = 22, so if I did it correctly, I've got 22 PP max.

Casting:
-Potency: (cantrips), defbuff self, (resistance), (attack buff), single target spells, (enchantments), (multitarget spells).
-Spell list: 7 spells. The general theme here is dark, otherwordly spells.
---Twilight Grasp: Channeling negative energy from hell through a foe, this spell drains the power from the target and transfers it to another. The first target's accuracy and damage potential are reduced, while the second has those stats boosted.
---Dark Embrace: Taps the energy of hell to protect self from damage. Reduces damage taken from physical and negative energy attacks, as well as somewhat increasing AC and spell resistance.
---Petrifying Gaze: Petrifies a single foe with a terrifying, hellish gaze. The target is unable to take any action.
---Shadow Maul: Most attacks can damage the body, but few can tear off pieces of the soul. This spell enchants a pair of fists with hellish energy, granting them extra negative energy damage.
---Night Fall: Releases a burst of negative energy, that actually has a kind of parasitic sentience. The energy travels from target to target much like a Chain Lightning spell.
---Dark Pit: A strange type of counterspell, this spell taps into pure chaos to randomly change the target of a spell while it's being cast. The target is chosen by pure luck, and available targets are anything in range of the spell, either friend or foe.
---Midnight Grasp: This powerful spell creates dark tentacles that can immobolize a foe and continuously drain a great deal of its life force. Imagine a single target Evard's Black Tentacles, that doesn't suck ass.

Energize and Enervate: Can cause or heal wounds.

Spirit Charge: Replenishes approximately 4 PP per minute.

Focus abilities-
Clear Mind:
This passive ability, open to all, allows one with good Focus to stay clearer headed and can keep track of things much more effectively, and you enjoy greater concentration skills and a more highly evolved sense of impending danger. Basically, your gut feelings are almost always (80%) correct. You are less likely to be interrupted in any action (casting, anyone?) as well as have a higher pain tolerance.

Equipment:
Clothes on his back.
Lockback knife.
Satchel.
A thick notebook and pen, which contains indecipherable scribbles and drawings. Except to him.
Walking stick, which has a demon skull lashed on top of it. Gotta have a little flair, eh?

Gorefiend 02-24-2005 09:08 PM

Angel Veracruz:
Creed: Lost
Faith-2 / D-7
Spirit-2 / M-9
Artistry-4 / F-13

Abilities:
Unholy Knowledge (13)
Tracendence(10)
Blessing(5)

Equipment:
Blessed Crossblade (perhaps slight increase against demons? maybe more than slight?)
Blessed Wheting Stone (blessed for formailty....)
Double-Barreled Shotgun. 7 shots
Extra ammo (no more than four boxes)
Tranished trenchcoat, gloves and hat
Combat Knife
Pack with odds and ends. (I assure you I won't be treating it like a magician's hat, always pulling exactly what's needed to save the day....)
Glock 18C pistol. uses 9mm rounds. 20 shots (no ammo available)

Phobic 02-25-2005 03:27 AM

Name: Greg Maas

F-3/D=11
S-1/M=5
A-4/F=13
I'm giving you a D bocus because your faith is concieved of something entirely differnent than the normal

Blessing: (D11) bones mend within 2 weeks + enhanced mental clarity (focus +1)resistant to fear effects

Transcendence: (F13) quickened reflexes, enhanced pain resistance, enhanced endurance + unnatural reflexes and pain tolerance to the level of ignoring a
bat to the stomach + can hear some thoughts as whispers when concentrating + 1/2 personal gravity*+ hardened body**

Unholy Knowledge: (F13) 10: Cut the link, rendering a demon unable to harness supernatural abilites. Character's eyes begin to bleed
(13) can know the Demon's true name* Eyes and ears bleed, intense headache

Equipment:
A large axe, usually used for wood cutting
A Rifle, used for hunting. with several extra clips
A large leather coat. It's patchwork and a little worn, but provides decent protection from both the elements and anything else.
A Backpack with several odds and ends, Dried meat, gauze, tarp, etc.

Kildare 02-25-2005 06:00 AM

Hmm....Ranger Aidan, I have some skills to propose for my character. Please look through them and see whether you approve.

Name: Caleb J. Edwards
Nom Du Guerre (callsign): Seraphim
Age: 35
Sex: Male
Creed: Found
Faith: 4
Spirit: 4
Artistry: 1
Divinity: 13
Mysticism: 11
Focus: 5
Appearance: Only less than 6 feet tall, with a somewhat lean body and white hair, Caleb has an angular nose and a pair of blazing, golden eyes that seem to flare whenever he looks intently at someone, a lone exception that marks him differently from others of his race. Caleb prefers to wear a flowing white coat on top of whatever he may have worn beneath, giving him an appearance like one of the fabled Seraphim, the angels of the Cherubim.
Personality: A somewhat stern and zealous man, Caleb is often known as one with a bloodlust to destroy evil wherever and whenever it was found, making him a very dangerous and reckless man. Those who cross his path always seem to have a tendency to die a violent and horrible death, inspiring fear into both friend and foe alike. Caleb favors the pair of curved blades he carries with him all the time, but he is also able to use a variety of guns and weapons as well.
Background: Born in the state of Okhlahoma in 1985, Caleb lived a fairly prosperous life in the care of a well-to-do family. His father was a general in the U.S. Army, and his mother was a chemical scientist in the U.S. government. Caleb eventually followed his father's trade and joined the army at the young age of 15, and was later recruited into a special elite training's programme meant to create a new generation of special-ops commandos, who are to be equipped with the best technology the government could produce. Caleb had his first assignment after the Iraq War, in a time where terrorist attacks were rampant all over the world. His missions ranged from espionage, abduction, assassination and various actions the U.S. government would not assign to normal ops teams, or would not claim responsibility to. Caleb had not been a believer in the Gospel, and had remained a somewhat hostile anti-fundamentalist before the Rapture. However, with the rise of the Antichrist and the disappearance of millions of christians world-wide, Caleb had come to see Christianity in a different light for the first time in his entire life. Now a fervent and devoted believer in the faith, Caleb has vowed to destroy all that sides with Evil One, and strives to bring the Lost Ones into the Kingdom of the Lord, having determined not to miss the Lord's Second Advent.
Equipment:

Twin Blades
Vengeance - A curved razor-sharp, scimitar-like blade, Vengeance was created in a time where demons once traveled the lands in disguise. It was believed that the blade was forged by a zealous Inquisitor and later blessed by a Priest when an entire family was slaughtered by a powerful demon. The Inquisitor had vowed to avenge the blood of his enemies, and thus began a quest to hunt down the accursed demon. Nothing is known of the Inquisitor nor the success of his quest. Some say he had been slain by the very demon he chased, his blade was lost forever, but some say he had succeeded in his quest, and had continued to slay many more demons with the powerful blade. The truth, as they say, is forever buried in history. Vengeance is believed to possess the power of the Heavens, wreaking death and pain to any demon it touches.

Redemption - A reddish, and more straighter version of it's counter-part(still slightly curved), Redemption is a long lost artifact that was made during the time of the Crusades. Legend has it that the blade was forged during the time of the Crusades, and was later passed on to the Knight Templars. However, when the Knight Templars were unjustifiably killed by the church, their slain blood had seeped into the blades, thus explaining the redness of the blade. The blade is said to have the power to drain the souls of the damned and the unfaithful.

A Desert Eagle Mark XIX handgun
Bullet clips
An advanced environmental light power suite.
Abilities:

Divinity-linked abilities

Armor of Faith: An innate ability that had been granted to every human being since birth, the Armor of Faith can only be activated when one becomes a zealous and faithful believer in the Lord. The Armor of Faith makes it's user seem to have an invisible armor around his body, making him near-invulnerable to any hostile attack.

D Score: potency of ability
0 : Not present

5: Reduces physical damage by 30%, reduces non-physical by 10%

10: Reduces physical damage by 50%, reduces non-physical by 25%

15: Reduces physical damage by 75%, reduces non-physical by 40%



Courage(aura): The zealous and the divine who believe and trust in the Lord would eventually gain the passion and bravery to do battle in the name of their Saviour, thus granting them additional strength and speed in battle. Also, their Courage would inspire their comrades in battle, granting them a part of the added energy that they recieved.

D Score: potency of ability
0 : Not present

5: Adds 15% to strength of attack, 10% to speed. Grants 5% strength to allies.

10: Adds 35% to strength of attack, 20% to speed. Grants 10% strength and 5% speed to allies.

15: Adds 50% to strength of attack, 35% to speed. Grants 20% strength and 15% speed to allies.

Mysticism-linked abilities:

*Divine Light: The warrior of God is granted the ability to call upon the light of Heaven to burn his enemies and heal his friends.

*it's more or less the same as Energize

M Score: potency of ability

PP used: damage effect/Healing effect

<4: 3rd degree burns on humans, 1st degree burns on undead or demons
/healing small cuts and sanitizing wounds
5-10: 2nd Degree burns to humans, severe burns on undead or demons
/healing deep punctures, lacerations, & infections
10-20: severe burns on humans, instant incineration of demons
/remove deeply embedded objects, repair serious internal bleeding & damage

Repel/Exorcism: Those trained and well-versed in the Word of the Lord has been granted the power to banish the spirits of attacking demons upon a target.

M Score: potency of ability

PP used: effect

<7: Removes any status or long-term hostile magic attack on a friendly target

8-13: As above. Banishes possessing demons/spirits.

14-20: As above. Destroys possessing demons/spirits. Damages physical demons/undead in a 10 yards radius.

Quote: "Jump on my blade while you can, evil! I won't be as gentle."

Bailey 02-25-2005 06:20 AM

in case anyones wondering, i'm still here, just sorting through the various things on various pages

The Kneumatic Pnight 02-25-2005 10:42 PM

Abimelech Zachary
Nom Du Guerre (callsign): Ophaniel
Age: 30
Sex: Male
Appearance: 6'0'' 175 lbs. A rather well built man who's body was built by field research in the middle east. Abimelech has skin tanned from his time spent doing archeological work. He has long brown hair that's greying at the roots and brown eyes. Wears camo pants and a grey shirt.
Personality: (see previous)
Quote: “ad dolor tuum cachinans.”

Creed: Lost
Faith: 1
Spirit: 2
Artistry: 5

Divinity: 5
Mysticism: 8
Focus: 15

Divinity Linked Abilities

Blessing
5: Wounds heal faster, resistant to infection.

Focus Linked Abilities

Transcendence
5: Quickened Reflexes, Enhanced Pain Resistance, Enhanced Endurance
10: Unnatural Reflexes, Unnatural Pain Endurance, Slight Telepathy, 1/2 personal gravity, Hardened body
15: Precognitive Reflexes, Pain Immunity, Moderate Telepathy, 1/4 personal gravity, Stone Body

Unholy Knowledge
10: Cut Demonic Link to the supernatural
13: Learn Demon’s true name
15: Infernal Banishing

Equipment
  • Roman spear
  • round, bronze shield
  • satchel on a belt + shoulder strap thing (holster on the belt)
  • three books
  • back-up revolver & 24 bullets
  • canteen of water
  • a bit of food (mostly candy bars and the like)
  • Compass, map, rope, and other wilderness supplies (he's a field researcher, I'd assume he'd be prepared for being away from cities.

There, this is the slightly abridged version, for my own benefit. It's also slightly easier to go through and read so I'll take credit for that too.

Let me know if there's anything I'm forgetting... [or anything wrong really... though you'd probably do that anyway wouldn't you?]

RangerAidan 02-27-2005 12:06 PM

Everything looks good, you too, kildare. I like how you customized your aura into the shield, mind you that you'll lose the effect on evil as a balance, though. I'lll put up PP vales when the last Wayward is up.

Kildare 02-28-2005 05:06 AM

Hehe, my character sort of reminds you of the Paladin in WC3, doesn't it? XD

RangerAidan 03-01-2005 07:03 PM

I need more skill sheets....but if interest is waning, I'll call it. I need to know these things. We can be going by friday if i get the skill sheets. Today and tomorrow.

Bailey 03-01-2005 07:06 PM

i think i'm dropping out for now; too much work IRL

if i change my mind later, will there be places to hop in?


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